Combat Stats

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This page explains statistics seen in the Combat Stats C menu and certain other statistics that aren't listed anywhere.


Combat Stats: Base

Bleeding Wound.png State

Shows current and maximum health points. When your current health point reach zero, you die.
Derived from character level and Constitution. Can be affected by feats and items. Player character has 50% bonus health. If playing on easy or hard difficulty, player health is 2x or 2/3 of the normal value.
Shows current and maximum shield points. Whenever you're hit, the shield will absorb certain amount of damage depending on the impact speed of the attack as long as you have shield points lefts. Shields will also slowly deplete on their own while turned on.
Only shows up when you have a Shield Emitter equipped.
Not shown on characters who lack Psi Empathy. Shows current and maximum psi points, as well as psi regeneration per turn. Psi is used to invoke psionic abilities.
Starts at 100. No longer derived from character level and Will as of version, but can be affected by feats and items.
Healing Effectiveness
Shows the number at which any incoming healing will be modified.
Starts at 100%. Can be affected by feats and items.

Icon base abilities.png Base Abilities

Main article: Base Abilities

Your effective base ability scores are listed in the combat stats menu. Any bonuses and penalties you may have to their base values are included in these scores.

Strength measures your character's muscle power. It affects melee damage and carry capacity. It's also important for characters who intend to use heavier weapons (such as sniper and assault rifles and sledgehammers).
Dexterity measures character's reflexes, hand-eye coordination and finger nimbleness. It affects many things, such as operating locks, thievery, throwing and initiative. It increases critical strike chance of melee attacks. High dexterity also reduces action point cost of unarmed and light weapons (pistols, SMGs, knives, throwing knives and fist weapons)
Agility represents character's reflexes, fleet-footedness, jumping ability, as well as affinity towards other athletic and acrobatic activities. Among other things it affects dodge, evasion, initiative and movement points. It also allows the character to move more quietly, increasing the stealth performance.
Constitution represents the health and general stamina of your character. It is important for all types of characters, but especially for those who plan on making the armor suit their main defense. It also helps prevent or lessen the effects of poisons and diseases.
Perception represents character's ability to discern objects from far away as well as to notice hidden things in their vicinity. It helps the character to use ranged weapons more effectively, as well as detect hidden objects, passages and creatures.
Will measures your character's mental determination to see to his action regardless of various mental difficulties, such as pain, suggestion and overwhelming odds, as well as to force his will onto others and the environment. It heavily affects all psi disciplines as well as psi point regeneration.
Intelligence determines how well the character learns and reasons. It is important for a character that focuses on science as all disciplines are dependent on it. It also affects psi point regeneration.

Combat Stats: Defense

Aphobia.png Defense

Attacks and status effects can be resisted (ie. completely avoided) with Dodge, Evasion, Fortitude or Resolve, depending on the attack's type.

These four saving throws are checked against attacker's relevant skill, e.g. An attack with Frighten would test attacker's Thought Control vs. defender's Resolve.[1]

The chance to resist status effects this way is capped at 65%.[2] The chance to avoid attacks with dodge or evasion is capped at 60%.[3]

Increases your chance to avoid melee attacks.
Equal to your effective Dodge skill. Can be affected by feats and items.
Increases your chance to avoid ranged attacks and also decreases the damage taken from area of effect attacks.
Equal to your effective Evasion skill. Can be affected by feats and items.
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by direct physical trauma.
Derived from character level and Constitution (60%), Strength (20%) and Will (20%).
Increases the chance to resist some negative status effects, such as stun and incapacitation, caused by mental stress and also reduces damage or duration of certain psionic attacks that target the mind directly.
Derived from character level and Will. Can be affected by items and status effects.
Crit. chance
Modifies the chance you'll get critically hit with weapons and unarmed attacks.
Can be affected by feats and items.
Armor penalty
Reduces dodge, evasion, stealth and movement points.
Derived from the armor pieces you're wearing. Can be affected by feats. It is capped at 95%.[4]

Icon shielding.png Shielding

Energy shields can absorb certain amounts of damage based on the damage's impact speed. Slower impact speeds are generally better against energy shields.

Shield Capacity is the total amount of damage the shield can absorb when fully charged.

All physical damage sources have an Impact Speed, which is one of the following:

Very Low — Melee attacks
Low — Slow projectiles (considerably slower than bullets, such as crossbow bolts and cryokinesis)
Medium — Pistol and SMG bullets, shrapnel (from frag grenades/mines)
Fast — Explosives, extremely fast projectiles (such as those fired from sniper and assault rifles)
Very Fast — Lasers, plasma, electrical attacks

Additionally, most light melee attacks will ignore certain amount of shield.

60% — Typical knives
80% — Typical fist weapons
100% — Unarmed

Steel Plates.png Resistances

All characters have Damage Resistance, Damage Threshold and Damage Modifier for each damage type, shown as DR% / DT (DM%). They are derived from equipped and/or natural armor and other modifiers such as feats, equipment and temporary drug effects.

Resistance is a percentage reduction, whilst threshold is a flat number reduction. Only the greater of the two reductions will be applied against any one attack, not both. Damage modifier, normally 100%, is applied to the portion of damage that goes through shields and armor resistance/threshold.

The resistible damage types are Mechanical, Heat, Cold, Electricity, Acid, Energy and Bio.

Irresistible damage

Certain sources of damage, such as poison or direct mind damage, completely ignore armor resistances and thresholds, but not damage modifier.

  • The bio damage from poisons ignores armor, but the initial attack delivering poison must penetrate armor for the poison to take effect. Poison damage can be reduced with damage modifier.
  • Some thought control psi abilities deal irresistible mental damage, which can be reduced by Resolve. Mitigation for this is capped at ~40%.

Icon subterfuge.png Subterfuge

See also: Stealth Mode, Traps
Indicates how well you can move undetected. The higher your stealth rating is in comparison to enemy's detection the longer it will take for you to be discovered. If your stealth is much too lower than the detection rating, you will be discovered instantly at maximum range.
Equal to your effective Stealth skill. Can be affected by feats and items. Stealth rating lower than 40% the detection rating leads to instant detection.
Indicates how quickly you discover hidden characters. Finding secret areas is based purely on Perception instead of Detection.
Derived from character level and Perception. Can be affected by feats and items.
Trap Detection
Indicates how well you discover traps.
Derived from detection rating and traps skill.

Combat Stats: Offense

Icon weapon.png Weapon

Current weapon normal attack damage range.
Derived from active weapon. Affected by relevant weapon skill and strength bonus for melee weapons.
Action Points
Action points required to perform a normal attack with the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for light weapons.
Impact Speed
Impact speed of the weapon attack.
Derived from active weapon. Affects energy shield penetration.
Critical chance
Chance to score a critical hit with a normal attack of the current weapon.
Derived from active weapon. Can be affected by feats, items and dexterity bonus for melee weapons.
Critical bonus
Damage bonus applied when the current weapon scores a critical hit.
Derived from active weapon. Can be affected by feats.
Special attack bonus
Increases the damage done by special attacks. Despite what the flavor text of smart devices suggests, this includes all attacks other than the default attack.
Starts at 0%. Increased by smart goggles and modules.
Influences how quickly you'll get your turn when the combat starts.
Base initiative is 5 + agility + dexterity.
  • At the start of the combat, each combat participant randomly adds 1-15 points to the base initiative.
  • The modified value is used when sorting the turn order.
Exception: when the player initiates combat manually Enter or by simply attacking. In this case the player will always act first, but the AP cost of the opening attack/action will be deducted from the player's first turn. Additionally, this also applies to some other non-combat action performed just before entering combat, such as opening doors.
  • Initiating combat from stealth adds 100 to initiative.
Maximum range of the current weapon.
Derived from active weapon.
Optimal Range
Optimal range of the current weapon. Beyond this point the precision starts dropping more quickly.
Derived from active weapon.

Psisynergy.png Psionics

Main article: Psi abilities
Effective skill level when invoking psionic abilities of currently selected psi school.
Critical chance
Chance to score a critical hit when invoking psionic abilities of currently selected psi school.
Can be affected by feats and items.
Critical bonus
Damage bonus applied when you score a critical hit with psionic abilities of currently selected psi school.
Can be affected by feats and items.
Psi cost
Psi cost point modifier for psi abilities of currently selected psi school.
Can be affected by feats and items.

Unlisted statistics

These statistics aren't listed in the combat menu or any other menus.

Hit and run icon.png Action and movement points

  • All characters have 50 AP. They can be used for any action, including moving. Most actions consume AP, but there are exceptions. (e.g. Special Tactics)
Wearing heavy armor without meeting its strength requirement will reduce action points.[5]
AP can be temporarily increased or decreased. Maximum AP cannot drop below 35.
  • Character base movement points equal 30 + extra 3 points for every point in agility above 5. Movement points can only be used for moving.
Movement points are affected by agility, armor penalty or bonus, encumberance and some feats.
Most effects that change movement points also change real-time movement speed.
Some creatures, such dogs and spawn, have natural bonus to movement points.

Level Up.png Character level

Main article: Experience

Aimed shot icon.png Precision

Main article: Precision
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